Hey guys,
So I'm creating an RPG fantasy stylized pack for a high end mobile and apparently I'm going to publish it on UE4 marketplace. So I started by creating the buildings set first, is it okay for a 2000k polycount for the smallest house? again I'm avoiding a generic low poly workflow, I'm aiming for quality on mobile.
What do you guys think?
cheers!
Replies
Anyway dont worry about polycounts dude nowadays we have mobile games with assets that are 10k+ verts heavy on screen and that's only for the characters without taking into account backgrounds and SFX. I bet there are fridges somewhere in the world that can run the model you're showing too :P
That said:
One of the latest apps I worked on was pushing a bit over 2 million polys on a new iPad at decent framerates with AR camera recognition eating up a decent chunk of our perf. Any performance bottlenecks you encounter with such a low poly style will probably not lie with geometric complexity but instead with lighting and shading, or game system related.
And definitely don't mix up 2k and 2000k lol.
I mean if PUBG is running smooth on mobile and its well known that the game assets aren't greatly optimized, so I believe I have a chance, thx anw mate
For example, you can split your UV map along any hard edges without performance loss. And should anyway to avoid artifacts in the normal map.
Splitting your material inside an existing UV island is similarly beneficial, though extra materials also increase draw calls.
Vertex count is a minor thing. Texture sizes, # of materials, shader complexity, those will all bite your ass way before vertex count.